Systems of fixpoint equations over complete lattices, consisting of (mixed) least and greatest fixpoint equations, allow one to express a number of verification tasks such as model-checking of various kinds of specification logics or the check of coinductive behavioural equivalences.
In this paper we develop a theory of approximation for systems of fixpoint equations in the style of abstract interpretation: a system over some concrete domain is abstracted to a system in a suitable abstract domain, with conditions ensuring that the abstract solution represents a sound/complete overapproximation of the concrete solution.
Interestingly, up-to techniques, a classical approach used in coinductive settings to obtain easier or feasible proofs, can be interpreted as abstractions in a way that they naturally fit in our framework and extend to systems of equations.
Additionally, relying on the approximation theory, we can provide a characterisation of the solution of systems of fixpoint equations over complete lattices in terms of a suitable parity game, generalising some recent work that was restricted to continuous lattices.
The game view opens the way to the development of on-the-fly algorithms for characterising the solution of such equation systems.
A naive way to solve the model-checking problem of the mu-calculus uses fixpoint iteration. Traditionally however mu-calculus model-checking is solved by a reduction in linear time to a parity game, which is then solved using one of the many algorithms for parity games. We now consider a method of solving parity games by means of a naive fixpoint iteration. Several fixpoint algorithms for parity games have been proposed in the literature. In this work, we introduce an algorithm that relies on the notion of a distraction. The idea is that this offers a novel perspective for understanding parity…
Many analysis and verifications tasks, such as static program analyses and model-checking for temporal logics reduce to the solution of systems of equations over suitable lattices. Inspired by recent work on lattice-theoretic progress measures, we develop a game-theoretical approach to the solution of systems of monotone equations over lattices, where for each single equation either the least or greatest solution is taken. A simple parity game, referred to as fixpoint game, is defined that provides a correct and complete characterisation of the solution of equation systems over continuous latt…
Topological fixpoint logics are a family of logics that admits topological models and where the fixpoint operators are defined with respect to the topological interpretations. Here we consider a topological fixpoint logic for relational structures based on Stone spaces, where the fixpoint operators are interpreted via clopen sets. We develop a game-theoretic semantics for this logic. First we introduce games characterising clopen fixpoints of monotone operators on Stone spaces. These fixpoint games allow us to characterise the semantics for our topological fixpoint logic using a two-player gra…
It is known that the model checking problem for the modal mu-calculus reduces to the problem of solving a parity game and vice-versa. The latter is realised by the Walukiewicz formulas which are satisfied by a node in a parity game iff player 0 wins the game from this node. Thus, they define her winning region, and any model checking algorithm for the modal mu-calculus, suitably specialised to the Walukiewicz formulas, yields an algorithm for solving parity games. In this paper we study the effect of employing the most straight-forward mu-calculus model checking algorithm: fixpoint iteration. …
It is well-known that the winning region of a parity game with $n$ nodes and $k$ priorities can be computed as a $k$-nested fixpoint of a suitable function; straightforward computation of this nested fixpoint requires $\mathcal{O}(n^{\frac{k}{2}})$ iterations of the function. Calude et al.'s recent quasipolynomial-time parity game solving algorithm essentially shows how to compute the same fixpoint in only quasipolynomially many iterations by reducing parity games to quasipolynomially sized safety games. Universal graphs have been used to modularize this transformation of parity games to equiv…
Parikh's game logic is a PDL-like fixpoint logic interpreted on monotone neighbourhood frames that represent the strategic power of players in determined two-player games. Game logic translates into a fragment of the monotone $μ$-calculus, which in turn is expressively equivalent to monotone modal automata. Parity games and automata are important tools for dealing with the combinatorial complexity of nested fixpoints in modal fixpoint logics, such as the modal $μ$-calculus. In this paper, we (1) discuss the semantics a of game logic over neighbourhood structures in terms of parity games, and (…
An attractor decomposition meta-algorithm for solving parity games is given that generalises the classic McNaughton-Zielonka algorithm and its recent quasi-polynomial variants due to Parys (2019), and to Lehtinen, Schewe, and Wojtczak (2019). The central concepts studied and exploited are attractor decompositions of dominia in parity games and the ordered trees that describe the inductive structure of attractor decompositions. The universal algorithm yields McNaughton-Zielonka, Parys, and Lehtinen-Schewe-Wojtczak algorithms as special cases when suitable universal trees are given to it as inpu…
We show how solutions to many recursive arena equations can be computed in a natural way by allowing loops in arenas. We then equip arenas with winning functions and total winning strategies. We present two natural winning conditions compatible with the loop construction which respectively provide initial algebras and terminal coalgebras for a large class of continuous functors. Finally, we introduce an intuitionistic sequent calculus, extended with syntactic constructions for least and greatest fixed points, and prove it has a sound and (in a certain weak sense) complete interpretation in our…
Strategy iteration is a technique frequently used for two-player games in order to determine the winner or compute payoffs, but to the best of our knowledge no general framework for strategy iteration has been considered. Inspired by previous work on simple stochastic games, we propose a general formalisation of strategy iteration for solving least fixpoint equations over a suitable class of complete lattices, based on MV-chains. We devise algorithms that can be used for non-expansive fixpoint functions represented as so-called min-, respectively, max-decompositions. Correspondingly, we develo…
In this paper we present a counter-example guided abstraction and approximation refinement (CEGAAR) technique for {\em partial predicate abstraction}, which combines predicate abstraction and fixpoint approximations for model checking infinite-state systems. The proposed approach incrementally considers growing sets of predicates for abstraction refinement. The novelty of the approach stems from recognizing source of the imprecision: abstraction or approximation. We use Craig interpolation to deal with imprecision due to abstraction. In the case of imprecision due to approximation, we delay ap…
Markov automata combine continuous time, probabilistic transitions, and nondeterminism in a single model. They represent an important and powerful way to model a wide range of complex real-life systems. However, such models tend to be large and difficult to handle, making abstraction and abstraction refinement necessary. In this paper we present an abstraction and abstraction refinement technique for Markov automata, based on the game-based and menu-based abstraction of probabilistic automata. First experiments show that a significant reduction in size is possible using abstraction.
In this paper, we describe a synthesis algorithm for safety specifications described as circuits. Our algorithm is based on fixpoint computations, abstraction and refinement, it uses binary decision diagrams as symbolic data structure. We evaluate our tool on the benchmarks provided by the organizers of the synthesis competition organized within the SYNT'14 workshop.
In this paper, we construct an infinitary variant of the relational model of linear logic, where the exponential modality is interpreted as the set of finite or countable multisets. We explain how to interpret in this model the fixpoint operator Y as a Conway operator alternatively defined in an inductive or a coinductive way. We then extend the relational semantics with a notion of color or priority in the sense of parity games. This extension enables us to define a new fixpoint operator Y combining both inductive and coinductive policies. We conclude the paper by sketching the connection bet…
Based on the work on the algebraic theory of actors and game semantics for asynchronous $π$ calculus, we give the full abstraction proof of game semantics for actors.
In previous work with Pous, we defined a semantics for CCS which may both be viewed as an innocent presheaf semantics and as a concurrent game semantics. It is here proved that a behavioural equivalence induced by this semantics on CCS processes is fully abstract for fair testing equivalence. The proof relies on a new algebraic notion called playground, which represents the 'rule of the game'. From any playground, two languages, equipped with labelled transition systems, are derived, as well as a strong, functional bisimulation between them.
In previous work with Pous, we defined a semantics for CCS which may both be viewed as an innocent form of presheaf semantics and as a concurrent form of game semantics. We define in this setting an analogue of fair testing equivalence, which we prove fully abstract w.r.t. standard fair testing equivalence. The proof relies on a new algebraic notion called playground, which represents the `rule of the game'. From any playground, we derive two languages equipped with labelled transition systems, as well as a strong, functional bisimulation between them.
Axioms are presented which encapsulate the properties satisfied by categories of games which form the basis of results on full abstraction for PCF and other programming languages, and on full completeness for various logics and type theories. Axioms are presented on models of PCF from which full abstraction can be proved. These axioms have been distilled from recent results on definability and full abstraction of game semantics for a number of programming languages. Full completeness for pure simply-typed $λ$-calculus is also axiomatized.
We study pure Nash equilibria in games on graphs with an imperfect monitoring based on a public signal. In such games, deviations and players responsible for those deviations can be hard to detect and track. We propose a generic epistemic game abstraction, which conveniently allows to represent the knowledge of the players about these deviations, and give a characterization of Nash equilibria in terms of winning strategies in the abstraction. We then use the abstraction to develop algorithms for some payoff functions.
Game semantics has been used with considerable success in formulating fully abstract semantics for languages with higher-order procedures and a wide range of computational effects. Recently, nominal games have been proposed for modelling functional languages with names. These are ordinary, stateful games cast in the theory of nominal sets developed by Pitts and Gabbay. Here we take nominal games one step further, by developing a fully abstract semantics for a language with nominal general references.
Abstract Compilation as Abstraction of Operator Semantics, applied to Cost Analysis
Universidad Politécnica de Madrid(马德里理工大学);IMDEA Software Institute(IMDEA软件研究所);Spanish Council for Scientific Research (CSIC)(西班牙国家研究委员会);Computer Science Laboratory of Sorbonne University (LIP6)(索邦大学计算机科学实验室);STMicroelectronics(意法半导体)
This paper investigates first-order game logic and first-order modal mu-calculus, which extend their propositional modal logic counterparts with first-order modalities of interpreted effects such as variable assignments. Unlike in the propositional case, both logics are shown to have the same expressive power and their proof calculi to have the same deductive power. Both calculi are also mutually relatively complete. In the presence of differential equations, corollaries obtain usable and complete translations between differential game logic, a logic for the deductive verification of hybrid ga…
We consider the problem of computing the maximal probability of satisfying an omega-regular specification for stochastic nonlinear systems evolving in discrete time. The problem reduces, after automata-theoretic constructions, to finding the maximal probability of satisfying a parity condition on a (possibly hybrid) state space. While characterizing the exact satisfaction probability is open, we show that a lower bound on this probability can be obtained by (I) computing an under-approximation of the qualitative winning region, i.e., states from which the parity condition can be enforced almos…
We define new abstract machines for game semantics which correspond to networks of conventional computers, and can be used as an intermediate representation for compilation targeting distributed systems. This is achieved in two steps. First we introduce the HRAM, a Heap and Register Abstract Machine, an abstraction of a conventional computer, which can be structured into HRAM nets, an abstract point-to-point network model. HRAMs are multi-threaded and subsume communication by tokens (cf. IAM) or jumps. Game Abstract Machines (GAM), are HRAMs with additional structure at the interface level, bu…